|Commander / EDH||Legal|
Printings View all
|Planechase 2012 Edition||Common|
|Duel Decks: Ajani vs. Nicol Bolas||Common|
|Premium Deck Series: Slivers||Common|
Combos Browse all
Rupture Spire enters the battlefield tapped.
When Rupture Spire enters the battlefield, sacrifice it unless you .
: Add one mana of any color to your mana pool.
Price & Acquistion Set Price Alerts
Rupture Spire Discussion
2 days ago
Have you considered Exsanguinate or Debt to the Deathless rather than Wall of Limbs? The wall seems slow and difficult to activate in response to removal. The sorcery versions can take people by surprise, and synergize well with Sanguine Bond/Vizkopa Guildmage/Defiant Bloodlord in case the infinite combo is not available.
1 week ago
At the very least, I would try to find room for Thousand-Year Elixir as that pseudo-Haste can be very key to ensuring you get value from your commander ASAP. Not to mention untap triggers are pretty great, so Magewright's Stone can also be a pretty powerful inclusion. And the ability to untap your general cranks up the value of cards such as Molten Primordial exponentially.
And let's not forget that Scuttling Doom Engine is just downright hilarious in this kind of deck. I'm also not sure why you would run Expedite over Hammer of Purphoros, as the latter is static and can even give you more fling targets should you start to draw into excess land. And speaking of land, Command Tower>>>>>>>Rupture Spire
As for things to cut, War Elemental, Invincible Hymn, Living Inferno, Akroma, Angel of Wrath, Sunblast Angel, and Astral Cornucopia seem to be really slow cards for what they do, while cards like Stonehorn Dignitary, Agrus Kos, Wojek Veteran, Bull Cerodon, Dragon Hatchling, Reroute, Wing Shards, and Desperate Ritual just look too low impact/situational to keep.
Anyway, those are just my impressions on the deck. It looks really fun and I hope you find my suggestions helpful.
2 weeks ago
Interesting deck! What do you think about Restoration Angel and Cloudstone Curio ?
Also, I recommend City of Brass, Mana Confluence and possibly also Urborg, Tomb of Yawgmoth instead of Rupture Spire and Transguild Promenade.
Also Chromatic Lantern ?! Why don't you play it ?
I don't know if you are playing against any kind of hate (like Torpor Orb for example), but Reclamation Sage could help you destroy a lot of stuff. Commander is full of ETB trigger creatures and blinking them seems like a lot of fun.
3 weeks ago
It's cool to see an enchantment themed Atraxa deck, really unique. I'll try to avoid suggesting anything with high usage on EDHREC since the description says "different than a typical Atraxa deck".
You might want Vivid Meadow and the other vivid lands in place of Canopy Vista, Prairie Stream, Rupture Spire, and Undiscovered Paradise. The Future Sight storage lands, Aether Hub, and Tendo Ice Bridge are options as well.
Since you're going an enchantress route and you have a planeswalker subtheme, Sphere of Safety, Ghostly Prison, and Propaganda would be nice. Aura of Silence is generally good in any deck that would want Seal of Cleansing. Maybe you even want Daxos the Returned, since you can proliferate the experience counters. Hardened Scales is nice in that it hits the enchantment theme and the proliferate one.
There's not too much card draw other than the enchantresses, how about Dovin Baan and Kiora, the Crashing Wave? Painful Truths, Harmonize, and Concentrate also work regardless of theme. Etched Oracle is nice, and Fathom Mage is better, albeit in about half of Atraxa decks.
Not too much ramp either it seems; it'll be a long time before you can cast Omniscience most games. Coalition Relic and Gyre Sage can benefit from proliferation, although the Astral Cornucopia in 2/3rds of decks is better. That's the second most signature card in Atraxa, but then again you've got the most signature, Deepglow Skate. Making a different deck is good, but "different" shouldn't mean cutting back on basic deck functions like draw and ramp imo. Throwing in a few tutors couldn't hurt either.
1 month ago
No offense, but I wouldn't call this "optimized". What did you do to optimize it?
It's missing two fetchlands, and Canopy Vista and Cinder Glade aren't good in a deck with 6 basics. Madblind Mountain and Rupture Spire are also...mysterious choices. Madblind Mountain is worse than just basic Mountain, and Rupture Spire is certainly worse than some untapped utility land like Kessig Wolf Run, Wasteland, or Homeward Path. It's not like more color fixing is needed at this point, Rupture Spire just gives massive tempo loss for no reason.
There's a bigger problem than the land base though. The mana curve is way too high and the mana ramp way too low. I know Mayael cheats things in, but you still need 6 mana, and you can't always count on her surviving. If she doesn't stay alive, the deck just doesn't work because too many cards can't be cast.
Here's the first sample hand I generated: Wurmcoil Engine, Archetype of Endurance, Platinum Emperion, Vorinclex, Blightsteel, Spinerock Knoll, Terminus. OK, that sounds like an outlier, surely its a fluke. Nope.
Seriously, click that playtest button, play out 10~20 hands, and see how many just do nothing of significance until turn 6 or later. 10% of hands would be far too many. It's more than that. It seems to be more than half, honestly.
Look at the tier 1 lists here to get a better idea of what "optimized with no regard to price" looks like.
1 month ago
Hi, took a look at the deck and I think I see a few swaps:
Some cards to consider adding:
+Bojuka Bog Likely someone in your meta has a graveyard based deck, and this is a very low cost way to greatly damage them. Especially since you will be fueling them with all your discard. For that matter, adding Nihil Spellbomb or Relic of Progenitus could be wise too.
And a few things that might not be pulling their weight here:
-Otherworld Atlas This seems just too slow. Charging it once makes a Temple Bell that etb tapped and costs 4. Charging twice is a really slow Font of Mythos. Charging three times is...three turns of nothing. If there were a heavy proliferation theme, then maybe.
-Laboratory Maniac Are you decking yourself before opponents are dying? If you've gone through 99 cards, or even 80, the opponents should be at -40 life or less. They'll also be damaging each other too. In the unlikely event someone maintains positive life, you'll probably deck them before yourself anyway if they played any of their own card draw. If you still worry about it, Time Reversal and Day's Undoing can replace two of your other wheel effects.
-Omniscience This just isn't the deck for this card. Yes all your Howling Mines can refill you each turn, but pretty much nothing in your deck is card advantage, so you can't drop this and storm through your library or anything like that. At the point you hit 10 mana you can pretty much cast 3 spells + play a land each turn anyway, so Omniscience only has value after you have ten mana, and if you draw more than 1+(mana available/averageCMC) cards per turn. At every other time (so way too often) it's dead.
-Nicol Bolas, Planeswalker Sure he's powerful in a generic way, but he doesn't synergize with the deck, and I think he's next on the chopping block because of his cost.
-Magus of the Jar Having summoning sickness and costing five makes this questionable to me.
-Leyline of Anticipation Another generically powerful card, but you know what else is generically powerful? Signets.
1 month ago
1 month ago
For early testing of a 2-color deck, I usually run 10 basics of each color followed by more commonly available fixing (evolving wilds, guildgates ect). Then I look into utility-lands that may have synergy with the strategy/theme. Lastly I use general goodstuff lands (personally I enjoy Mage-Ring Network) or additional basic to round of.
Once I have tested the deck through a couple of games (5-6) and feel it is worth investing more time into, that is when I start optimizing with more efficient lands (still try to keep 5-6 basic per color). Fortunately the particular group I usually play with is rather casual so I can forgoe the more expensive cards, but each to their own.
Lands that I actively try too discourage newer players to use is Ravnica bouncelands and cards like Rupture Spire. The bouncelands are just to tempting for Land-destruction or steal-spells, while the spire are just bad.